853 lines
21 KiB
Markdown
853 lines
21 KiB
Markdown
---
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name: web3d-integration-patterns
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description: Meta-skill for combining Three.js, GSAP ScrollTrigger, React Three Fiber, Motion, and React Spring for complex 3D web experiences. Use when building applications that integrate multiple 3D and animation libraries, requiring architecture patterns, state management, and performance optimization across the stack. Triggers on tasks involving library integration, multi-library architectures, scroll-driven 3D experiences, physics-based 3D animations, or complex interactive 3D applications.
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---
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# Web 3D Integration Patterns
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## Overview
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This meta-skill provides architectural patterns, best practices, and integration strategies for combining multiple 3D and animation libraries in web applications. It synthesizes knowledge from the threejs-webgl, gsap-scrolltrigger, react-three-fiber, motion-framer, and react-spring-physics skills into cohesive patterns for building complex, performant 3D web experiences.
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**When to use this skill:**
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- Building complex 3D applications that combine multiple libraries
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- Creating scroll-driven 3D experiences with animation orchestration
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- Implementing physics-based interactions with 3D scenes
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- Managing state across 3D rendering and UI animations
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- Optimizing performance in multi-library architectures
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- Designing reusable component architectures for 3D applications
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- Migrating between or combining animation approaches
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**Core Integration Combinations:**
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1. **Three.js + GSAP** - Scroll-driven 3D animations, timeline orchestration
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2. **React Three Fiber + Motion** - State-based 3D with declarative animations
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3. **React Three Fiber + GSAP** - Complex 3D sequences in React
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4. **React Three Fiber + React Spring** - Physics-based 3D interactions
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5. **Three.js + GSAP + React** - Hybrid imperative/declarative 3D
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## Architecture Patterns
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### Pattern 1: Layered Separation (Three.js + GSAP + React UI)
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**Use case:** 3D scene with overlaid UI, scroll-driven animations
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**Architecture:**
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```
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├── 3D Layer (Three.js)
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│ ├── Scene management
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│ ├── Camera controls
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│ └── Render loop
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├── Animation Layer (GSAP)
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│ ├── ScrollTrigger for 3D properties
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│ ├── Timelines for sequences
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│ └── UI transitions
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└── UI Layer (React + Motion)
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├── HTML overlays
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├── State management
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└── User interactions
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```
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**Implementation:**
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```javascript
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// App.jsx - React root
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import { useEffect, useRef } from 'react'
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import { initThreeScene } from './three/scene'
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import { initScrollAnimations } from './animations/scroll'
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import { motion } from 'framer-motion'
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function App() {
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const canvasRef = useRef()
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const sceneRef = useRef()
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useEffect(() => {
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// Initialize Three.js scene
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sceneRef.current = initThreeScene(canvasRef.current)
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// Initialize GSAP ScrollTrigger animations
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initScrollAnimations(sceneRef.current)
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// Cleanup
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return () => {
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sceneRef.current.dispose()
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}
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}, [])
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return (
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<div className="app">
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<canvas ref={canvasRef} />
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<motion.div
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className="overlay"
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initial={{ opacity: 0 }}
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animate={{ opacity: 1 }}
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>
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<section className="hero">
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<h1>3D Experience</h1>
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</section>
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<section className="content">
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{/* Scrollable content */}
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</section>
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</motion.div>
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</div>
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)
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}
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```
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```javascript
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// three/scene.js - Three.js setup
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import * as THREE from 'three'
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
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export function initThreeScene(canvas) {
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const scene = new THREE.Scene()
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true })
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renderer.setSize(window.innerWidth, window.innerHeight)
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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const controls = new OrbitControls(camera, canvas)
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controls.enableDamping = true
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// Setup scene objects
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const geometry = new THREE.BoxGeometry(2, 2, 2)
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const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 })
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const cube = new THREE.Mesh(geometry, material)
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scene.add(cube)
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// Lighting
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
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scene.add(ambientLight)
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1)
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directionalLight.position.set(5, 10, 7.5)
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scene.add(directionalLight)
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camera.position.set(0, 2, 5)
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// Animation loop
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function animate() {
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requestAnimationFrame(animate)
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controls.update()
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renderer.render(scene, camera)
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}
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animate()
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// Resize handler
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight
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camera.updateProjectionMatrix()
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renderer.setSize(window.innerWidth, window.innerHeight)
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})
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return { scene, camera, renderer, cube }
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}
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```
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```javascript
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// animations/scroll.js - GSAP ScrollTrigger integration
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import gsap from 'gsap'
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import { ScrollTrigger } from 'gsap/ScrollTrigger'
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gsap.registerPlugin(ScrollTrigger)
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export function initScrollAnimations(sceneRefs) {
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const { camera, cube } = sceneRefs
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// Animate camera on scroll
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gsap.to(camera.position, {
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x: 5,
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y: 3,
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z: 10,
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scrollTrigger: {
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trigger: '.content',
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start: 'top top',
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end: 'bottom center',
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scrub: 1,
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onUpdate: () => camera.lookAt(cube.position)
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}
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})
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// Animate mesh rotation
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gsap.to(cube.rotation, {
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y: Math.PI * 2,
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x: Math.PI,
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scrollTrigger: {
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trigger: '.content',
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start: 'top bottom',
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end: 'bottom top',
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scrub: true
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}
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})
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// Animate material properties
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gsap.to(cube.material, {
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opacity: 0.3,
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scrollTrigger: {
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trigger: '.content',
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start: 'top center',
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end: 'center center',
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scrub: 1
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}
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})
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}
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```
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**Benefits:**
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- Clear separation of concerns
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- Easy to reason about data flow
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- Performance optimization per layer
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- Independent testing of layers
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**Trade-offs:**
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- More boilerplate
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- Manual synchronization between layers
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- State management complexity
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---
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### Pattern 2: Unified React Component (React Three Fiber + Motion)
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**Use case:** React-first architecture with declarative 3D and animations
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**Architecture:**
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```
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React Component Tree
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├── <Canvas> (R3F)
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│ ├── 3D Scene Components
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│ ├── Lights
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│ ├── Camera
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│ └── Effects
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└── <motion.div> (UI overlays)
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├── HTML content
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└── Animations
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```
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**Implementation:**
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```jsx
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// App.jsx - Unified React approach
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import { Canvas } from '@react-three/fiber'
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import { Suspense } from 'react'
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import { motion } from 'framer-motion'
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import { Scene } from './components/Scene'
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import { Loader } from './components/Loader'
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function App() {
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return (
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<div className="app">
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<Canvas
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camera={{ position: [0, 2, 5], fov: 75 }}
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dpr={[1, 2]}
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shadows
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>
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<Suspense fallback={<Loader />}>
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<Scene />
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</Suspense>
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</Canvas>
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<motion.div
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className="ui-overlay"
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initial={{ opacity: 0 }}
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animate={{ opacity: 1 }}
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transition={{ duration: 1 }}
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>
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<h1>React-First 3D Experience</h1>
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</motion.div>
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</div>
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)
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}
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```
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```jsx
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// components/Scene.jsx - R3F scene
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import { useRef, useState } from 'react'
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import { useFrame } from '@react-three/fiber'
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import { OrbitControls, Environment } from '@react-three/drei'
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import { motion } from 'framer-motion-3d'
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export function Scene() {
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return (
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<>
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<ambientLight intensity={0.5} />
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<directionalLight position={[5, 10, 7.5]} castShadow />
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<AnimatedCube />
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<Floor />
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<OrbitControls enableDamping dampingFactor={0.05} />
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<Environment preset="sunset" />
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</>
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)
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}
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function AnimatedCube() {
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const [hovered, setHovered] = useState(false)
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const [active, setActive] = useState(false)
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return (
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<motion.mesh
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scale={active ? 1.5 : 1}
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onClick={() => setActive(!active)}
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onPointerOver={() => setHovered(true)}
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onPointerOut={() => setHovered(false)}
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animate={{
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rotateY: hovered ? Math.PI * 2 : 0
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}}
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transition={{ type: 'spring', stiffness: 200, damping: 20 }}
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>
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<boxGeometry args={[2, 2, 2]} />
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<meshStandardMaterial color={hovered ? 'hotpink' : 'orange'} />
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</motion.mesh>
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)
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}
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function Floor() {
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return (
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<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -1, 0]} receiveShadow>
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<planeGeometry args={[100, 100]} />
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<meshStandardMaterial color="#222" />
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</mesh>
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)
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}
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```
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**Benefits:**
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- Declarative, React-first approach
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- Unified state management
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- Component reusability
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- Easy testing with React tools
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**Trade-offs:**
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- R3F learning curve
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- Less control over render loop
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- Potential React re-render issues
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---
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### Pattern 3: Hybrid Approach (R3F + GSAP Timelines)
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**Use case:** Complex animation sequences with React state management
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**Implementation:**
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```jsx
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// components/AnimatedScene.jsx
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import { useRef, useEffect } from 'react'
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import { useFrame } from '@react-three/fiber'
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import gsap from 'gsap'
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export function AnimatedScene() {
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const groupRef = useRef()
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const timelineRef = useRef()
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useEffect(() => {
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// Create GSAP timeline for complex sequence
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const tl = gsap.timeline({ repeat: -1, yoyo: true })
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tl.to(groupRef.current.position, {
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y: 2,
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duration: 1,
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ease: 'power2.inOut'
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})
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.to(groupRef.current.rotation, {
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y: Math.PI * 2,
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duration: 2,
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ease: 'none'
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}, 0) // Start at same time
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timelineRef.current = tl
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return () => tl.kill()
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}, [])
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return (
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<group ref={groupRef}>
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<mesh>
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<boxGeometry />
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<meshStandardMaterial color="cyan" />
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</mesh>
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</group>
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)
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}
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```
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---
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### Pattern 4: Physics-Based 3D (R3F + React Spring)
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**Use case:** Natural, physics-driven 3D interactions
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**Implementation:**
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```jsx
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// components/PhysicsCube.jsx
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import { useRef } from 'react'
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import { useFrame } from '@react-three/fiber'
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import { useSpring, animated, config } from '@react-spring/three'
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const AnimatedMesh = animated('mesh')
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export function PhysicsCube() {
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const [springs, api] = useSpring(() => ({
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scale: 1,
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position: [0, 0, 0],
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config: config.wobbly
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}), [])
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const handleClick = () => {
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api.start({
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scale: 1.5,
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position: [0, 2, 0]
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})
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// Return to original after delay
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setTimeout(() => {
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api.start({
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scale: 1,
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position: [0, 0, 0]
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})
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}, 1000)
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}
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return (
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<AnimatedMesh
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scale={springs.scale}
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position={springs.position}
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onClick={handleClick}
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>
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<boxGeometry />
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<meshStandardMaterial color="orange" />
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</AnimatedMesh>
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)
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}
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```
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---
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## Common Integration Patterns
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### 1. Scroll-Driven Camera Movement
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**Three.js + GSAP:**
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```javascript
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import gsap from 'gsap'
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import { ScrollTrigger } from 'gsap/ScrollTrigger'
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gsap.registerPlugin(ScrollTrigger)
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// Smooth camera path through multiple points
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const cameraPath = [
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{ x: 0, y: 2, z: 5, lookAt: { x: 0, y: 0, z: 0 } },
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{ x: 5, y: 3, z: 10, lookAt: { x: 0, y: 0, z: 0 } },
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{ x: -3, y: 1, z: 8, lookAt: { x: 0, y: 0, z: 0 } }
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]
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const tl = gsap.timeline({
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scrollTrigger: {
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trigger: '#container',
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start: 'top top',
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end: 'bottom bottom',
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scrub: 1,
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pin: true
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}
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})
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cameraPath.forEach((point, i) => {
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tl.to(camera.position, {
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x: point.x,
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y: point.y,
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z: point.z,
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duration: 1,
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onUpdate: () => camera.lookAt(point.lookAt.x, point.lookAt.y, point.lookAt.z)
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}, i)
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})
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```
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**R3F + ScrollControls (Drei):**
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```jsx
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import { ScrollControls, Scroll, useScroll } from '@react-three/drei'
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import { useFrame } from '@react-three/fiber'
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function CameraRig() {
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const scroll = useScroll()
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useFrame((state) => {
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const offset = scroll.offset
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state.camera.position.x = Math.sin(offset * Math.PI * 2) * 5
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state.camera.position.z = Math.cos(offset * Math.PI * 2) * 5
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state.camera.lookAt(0, 0, 0)
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})
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return null
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}
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export function App() {
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return (
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<Canvas>
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<ScrollControls pages={3} damping={0.5}>
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<CameraRig />
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<Scroll>
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<Scene />
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</Scroll>
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</ScrollControls>
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</Canvas>
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)
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}
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```
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### 2. Gesture-Driven 3D Manipulation
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**R3F + Motion (Framer Motion 3D):**
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```jsx
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import { motion } from 'framer-motion-3d'
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function DraggableObject() {
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return (
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<motion.mesh
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drag
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dragElastic={0.1}
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dragConstraints={{ left: -5, right: 5, top: 5, bottom: -5 }}
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whileHover={{ scale: 1.1 }}
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whileTap={{ scale: 0.9 }}
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animate={{
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rotateY: [0, Math.PI * 2],
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transition: { repeat: Infinity, duration: 4, ease: 'linear' }
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}}
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>
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<sphereGeometry args={[1, 32, 32]} />
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<meshStandardMaterial color="hotpink" />
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</motion.mesh>
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)
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}
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```
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### 3. State-Synchronized Animations
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**R3F + Zustand + GSAP:**
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```jsx
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// store.js
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import create from 'zustand'
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export const useStore = create((set) => ({
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selectedObject: null,
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cameraMode: 'orbit',
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setSelectedObject: (obj) => set({ selectedObject: obj }),
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setCameraMode: (mode) => set({ cameraMode: mode })
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}))
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```
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```jsx
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// components/InteractiveObject.jsx
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import { useRef, useEffect } from 'react'
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import { useStore } from '../store'
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import gsap from 'gsap'
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export function InteractiveObject({ id }) {
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const meshRef = useRef()
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const selectedObject = useStore((state) => state.selectedObject)
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const setSelectedObject = useStore((state) => state.setSelectedObject)
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const isSelected = selectedObject === id
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useEffect(() => {
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if (isSelected) {
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gsap.to(meshRef.current.scale, {
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x: 1.2,
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y: 1.2,
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z: 1.2,
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duration: 0.3,
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ease: 'back.out'
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})
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gsap.to(meshRef.current.material, {
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emissiveIntensity: 0.5,
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duration: 0.3
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})
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} else {
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gsap.to(meshRef.current.scale, {
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x: 1,
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y: 1,
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z: 1,
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duration: 0.3,
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ease: 'power2.inOut'
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})
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gsap.to(meshRef.current.material, {
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emissiveIntensity: 0,
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duration: 0.3
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})
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}
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}, [isSelected])
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return (
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<mesh
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ref={meshRef}
|
|
onClick={() => setSelectedObject(isSelected ? null : id)}
|
|
>
|
|
<boxGeometry />
|
|
<meshStandardMaterial color="cyan" emissive="cyan" />
|
|
</mesh>
|
|
)
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## State Management Strategies
|
|
|
|
### 1. Zustand for Global 3D State
|
|
|
|
**Best for:** Shared state across 3D scene and UI
|
|
|
|
```javascript
|
|
// store/scene.js
|
|
import create from 'zustand'
|
|
|
|
export const useSceneStore = create((set, get) => ({
|
|
// State
|
|
camera: { position: [0, 2, 5], target: [0, 0, 0] },
|
|
objects: {},
|
|
selectedId: null,
|
|
isAnimating: false,
|
|
|
|
// Actions
|
|
updateCamera: (updates) => set((state) => ({
|
|
camera: { ...state.camera, ...updates }
|
|
})),
|
|
|
|
addObject: (id, object) => set((state) => ({
|
|
objects: { ...state.objects, [id]: object }
|
|
})),
|
|
|
|
selectObject: (id) => set({ selectedId: id }),
|
|
|
|
setAnimating: (isAnimating) => set({ isAnimating })
|
|
}))
|
|
```
|
|
|
|
**Usage in R3F:**
|
|
|
|
```jsx
|
|
import { useSceneStore } from '../store/scene'
|
|
|
|
function Object3D({ id }) {
|
|
const selectedId = useSceneStore((state) => state.selectedId)
|
|
const selectObject = useSceneStore((state) => state.selectObject)
|
|
|
|
const isSelected = selectedId === id
|
|
|
|
return (
|
|
<mesh onClick={() => selectObject(id)}>
|
|
<boxGeometry />
|
|
<meshStandardMaterial color={isSelected ? 'hotpink' : 'orange'} />
|
|
</mesh>
|
|
)
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## Performance Optimization
|
|
|
|
### Cross-Library Performance Patterns
|
|
|
|
#### 1. Render Loop Optimization
|
|
|
|
**Coordinate render loops between Three.js and animation libraries:**
|
|
|
|
```javascript
|
|
// Unified render loop with conditional rendering
|
|
import { Clock } from 'three'
|
|
|
|
const clock = new Clock()
|
|
let needsRender = true
|
|
|
|
function animate() {
|
|
requestAnimationFrame(animate)
|
|
|
|
const delta = clock.getDelta()
|
|
const elapsed = clock.getElapsedTime()
|
|
|
|
// Only render when needed
|
|
if (needsRender || controls.enabled) {
|
|
// Update GSAP animations (handled automatically)
|
|
|
|
// Update Three.js
|
|
controls.update()
|
|
renderer.render(scene, camera)
|
|
|
|
// Reset flag
|
|
needsRender = false
|
|
}
|
|
}
|
|
|
|
// Trigger re-render on interactions
|
|
ScrollTrigger.addEventListener('update', () => {
|
|
needsRender = true
|
|
})
|
|
```
|
|
|
|
#### 2. On-Demand Rendering (R3F)
|
|
|
|
```jsx
|
|
import { Canvas } from '@react-three/fiber'
|
|
|
|
function App() {
|
|
return (
|
|
<Canvas
|
|
frameloop="demand" // Only renders when needed
|
|
dpr={[1, 2]} // Adaptive pixel ratio
|
|
>
|
|
<Scene />
|
|
</Canvas>
|
|
)
|
|
}
|
|
|
|
function Scene() {
|
|
const invalidate = useThree((state) => state.invalidate)
|
|
|
|
// Trigger render on state change
|
|
const handleClick = () => {
|
|
// Update state...
|
|
invalidate() // Manually trigger render
|
|
}
|
|
|
|
return <mesh onClick={handleClick}>...</mesh>
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## Common Pitfalls
|
|
|
|
### 1. Animation Conflicts
|
|
|
|
**Problem:** Multiple libraries trying to animate the same property
|
|
|
|
```jsx
|
|
// ❌ Wrong: GSAP and React Spring both animating position
|
|
gsap.to(meshRef.current.position, { x: 5 })
|
|
api.start({ position: [10, 0, 0] }) // Conflict!
|
|
```
|
|
|
|
**Solution:** Choose one library per property or coordinate timing
|
|
|
|
```jsx
|
|
// ✅ Correct: Separate properties
|
|
gsap.to(meshRef.current.position, { x: 5 }) // GSAP handles position
|
|
api.start({ scale: 1.5 }) // Spring handles scale
|
|
```
|
|
|
|
### 2. State Synchronization Issues
|
|
|
|
**Problem:** React state out of sync with Three.js scene
|
|
|
|
```jsx
|
|
// ❌ Wrong: Updating Three.js without updating React state
|
|
mesh.position.x = 5 // Three.js updated
|
|
// But React state still shows old value!
|
|
```
|
|
|
|
**Solution:** Use refs or state management
|
|
|
|
```jsx
|
|
// ✅ Correct: Update both
|
|
const updatePosition = (x) => {
|
|
mesh.position.x = x
|
|
setPosition(x) // Update React state
|
|
}
|
|
```
|
|
|
|
### 3. Memory Leaks from Abandoned Animations
|
|
|
|
**Problem:** Not cleaning up animations on unmount
|
|
|
|
```jsx
|
|
// ❌ Wrong: No cleanup
|
|
useEffect(() => {
|
|
gsap.to(meshRef.current.rotation, { y: Math.PI * 2, repeat: -1 })
|
|
}, [])
|
|
```
|
|
|
|
**Solution:** Always cleanup in useEffect return
|
|
|
|
```jsx
|
|
// ✅ Correct: Cleanup on unmount
|
|
useEffect(() => {
|
|
const tween = gsap.to(meshRef.current.rotation, { y: Math.PI * 2, repeat: -1 })
|
|
|
|
return () => {
|
|
tween.kill()
|
|
}
|
|
}, [])
|
|
```
|
|
|
|
---
|
|
|
|
## Decision Matrix
|
|
|
|
### When to Use Which Combination
|
|
|
|
| Use Case | Recommended Stack | Rationale |
|
|
|----------|------------------|-----------|
|
|
| Marketing landing page with scroll-driven 3D | Three.js + GSAP + React UI | GSAP excels at scroll orchestration |
|
|
| React app with interactive 3D product viewer | R3F + Motion | Declarative, state-driven, component-based |
|
|
| Complex animation sequences (timeline-based) | R3F + GSAP | GSAP timeline control with R3F components |
|
|
| Physics-based interactions (drag, momentum) | R3F + React Spring | Spring physics feel natural for gestures |
|
|
| High-performance particle systems | Three.js + GSAP | Imperative control, instancing, minimal overhead |
|
|
| Rapid prototyping, quick iterations | R3F + Drei + Motion | High-level abstractions, fast development |
|
|
| Game-like experiences with physics | R3F + React Spring + Cannon (physics) | Physics engine + spring-based UI feedback |
|
|
|
|
---
|
|
|
|
## Resources
|
|
|
|
This skill includes bundled resources for multi-library integration:
|
|
|
|
### references/
|
|
- `architecture_patterns.md` - Detailed architectural patterns and trade-offs
|
|
- `performance_optimization.md` - Performance strategies across the stack
|
|
- `state_management.md` - State management patterns for 3D applications
|
|
|
|
### scripts/
|
|
- `integration_helper.py` - Generate integration boilerplate for library combinations
|
|
- `pattern_generator.py` - Scaffold common integration patterns
|
|
|
|
### assets/
|
|
- `starter_unified/` - Complete starter template combining R3F + GSAP + Motion
|
|
- `examples/` - Real-world integration examples
|
|
|
|
---
|
|
|
|
## Related Skills
|
|
|
|
**Foundation Skills** (use these for library-specific details):
|
|
- **threejs-webgl** - Three.js fundamentals, scene setup, rendering
|
|
- **gsap-scrolltrigger** - GSAP animations, ScrollTrigger, timelines
|
|
- **react-three-fiber** - R3F components, hooks, Drei helpers
|
|
- **motion-framer** - Motion components, gestures, layout animations
|
|
- **react-spring-physics** - Spring physics, React Spring hooks
|
|
|
|
**When to Reference Foundation Skills:**
|
|
- Three.js-specific API questions → `threejs-webgl`
|
|
- ScrollTrigger syntax → `gsap-scrolltrigger`
|
|
- R3F hooks and patterns → `react-three-fiber`
|
|
- Motion gesture handling → `motion-framer`
|
|
- Spring configuration → `react-spring-physics`
|
|
|
|
**This Meta-Skill Covers:**
|
|
- Architecture patterns for combining libraries
|
|
- State management across libraries
|
|
- Performance optimization strategies
|
|
- Common integration pitfalls
|
|
- Decision-making frameworks
|
|
|
|
---
|
|
|
|
**Use this skill when building complex 3D web applications that integrate multiple animation and rendering libraries. For library-specific implementation details, reference the individual foundation skills.**
|